Few days ago I asked whether anyone had experienced the problem I am currently facing. As far as I understood I'm not the only one, leading me to believe that it's the editor itself that is broken. A quick summary. I have a map that, when i test-play it, the triggers either don't work at all, or the map looks like a black screen. I've attempting to fix it, but nothing seems to work, as if the map is corrupt somehow. Normal gameplay functions work fine however, which is what troubles me :S.
I haven't experienced this yet, maybe you could attach your map to your post so we can test it ourselves? If you don't want to I'd understand, but I don't know any other way to look into your problem.
I understand, and it's not really a problem as the map is really not that far developped, only move and shoot functions are in place, awell as a simple encounter. Here ye go
You mustn't use this one.
You need to understand how events work - the first thing a map does when it runs is to initialize all global variables. After that it initializes all triggers.
When triggers are initialized, the map looks what events all of your triggers have and applies them. that means anything that I write in an event as a parameter will be evaluated RIGHT at map initialization.
However, at map init the number of living units in Players is 0, because Players is an empty unit group initially (you add units to Players later, fine. But at the very beginning - where it counts - the unit group is empty). Now, the number of units is 0, so the event basically says: 3.0 / 0.
OH OH WE DIVIDED BY ZERO!
PS: Important note: Triggers that run at map init will be run AFTER all triggers are initialized (sort of logical, isn't it).
No wonder the universe implodes then . Seems you always come to my rescue :P thanks dude, so glad it's not an editor thing. I realize how events work, just didn't think about this one. Hmmm how would I achieve this though, perhaps use a timer, should work right?
Yes, you can use Timer Expires as an event, use a global timer for it and run the timer at whatever interval you want. Just make sure you don't divide by zero once all player units died.
Ye, The game will end anyway,so I'll just have to remember stopping the trigger once this happens, or simple not reenabling it. Ought to be simple enough... Hehe one singleplayer mission left and then it's all editor for me ^^
You can attach an event in-game, but I don't think you can remove events. It's still sad because even after WarCraft III, you still can't remove events.
You can destroy the trigger, create a new one, attach a new event, and attach all the same conditions and actions, and there you go. You now have a trigger with a dynamic event. I wouldn't recommend doing this very often, because it could lag a game up if it was, say, on a timer of 0.1 seconds.
Personally I found the last void crystal missio to be impossible to do on hard (I've done everythign else on hard) so i had to turn it down to normal, which made it waaay too easy. Then again this last one may be harder, I've yet to make it to the nydusworms without dying :P
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Few days ago I asked whether anyone had experienced the problem I am currently facing. As far as I understood I'm not the only one, leading me to believe that it's the editor itself that is broken. A quick summary. I have a map that, when i test-play it, the triggers either don't work at all, or the map looks like a black screen. I've attempting to fix it, but nothing seems to work, as if the map is corrupt somehow. Normal gameplay functions work fine however, which is what troubles me :S.
@MaMasToast: Go
I haven't experienced this yet, maybe you could attach your map to your post so we can test it ourselves? If you don't want to I'd understand, but I don't know any other way to look into your problem.
I understand, and it's not really a problem as the map is really not that far developped, only move and shoot functions are in place, awell as a simple encounter. Here ye go
Sure, the editor has bugs and flaws, but this is user-created :P
You mustn't use this one.
You need to understand how events work - the first thing a map does when it runs is to initialize all global variables. After that it initializes all triggers.
When triggers are initialized, the map looks what events all of your triggers have and applies them. that means anything that I write in an event as a parameter will be evaluated RIGHT at map initialization.
However, at map init the number of living units in Players is 0, because Players is an empty unit group initially (you add units to Players later, fine. But at the very beginning - where it counts - the unit group is empty). Now, the number of units is 0, so the event basically says: 3.0 / 0.
OH OH WE DIVIDED BY ZERO!
PS: Important note: Triggers that run at map init will be run AFTER all triggers are initialized (sort of logical, isn't it).
PPS: That map is actually pretty fun to play :P
No wonder the universe implodes then . Seems you always come to my rescue :P thanks dude, so glad it's not an editor thing. I realize how events work, just didn't think about this one. Hmmm how would I achieve this though, perhaps use a timer, should work right?
@MaMasToast: Go
Yes, you can use Timer Expires as an event, use a global timer for it and run the timer at whatever interval you want. Just make sure you don't divide by zero once all player units died.
Ye, The game will end anyway,so I'll just have to remember stopping the trigger once this happens, or simple not reenabling it. Ought to be simple enough... Hehe one singleplayer mission left and then it's all editor for me ^^
The last one is the worst one :) I hope you took out the Nydus worms. I heard it's living hell with them alive.
You can attach an event in-game, but I don't think you can remove events. It's still sad because even after WarCraft III, you still can't remove events.
You can destroy the trigger, create a new one, attach a new event, and attach all the same conditions and actions, and there you go. You now have a trigger with a dynamic event. I wouldn't recommend doing this very often, because it could lag a game up if it was, say, on a timer of 0.1 seconds.
@s3rius: Go
Personally I found the last void crystal missio to be impossible to do on hard (I've done everythign else on hard) so i had to turn it down to normal, which made it waaay too easy. Then again this last one may be harder, I've yet to make it to the nydusworms without dying :P